YYou can picture the home fans belting out their chants at the Stadium of Light. “Top of the league, you’re smiling!” Until this afternoon, your Liverpool squad boasted a five-point advantage at the summit, but in the 82nd minute, they’re trailing by two. You might question where Mo Salah misplaced his finishing skills or why Virgil van Dijk has seemingly forgotten how to tackle. However, this is not on the players; the responsibility lies with you. You fix your gaze on the tactical screen, pondering which of the numerous adjustments could potentially alter the course of this disheartening match.
Football Manager has consistently served as a data-centric alternative to the visually stunning FIFA series (now EA Sports FC), yet the latest versions are beginning to close the visual gap. The 3D rendered match highlights have been revamped using the new Unity engine, and the results are remarkable. Premier League derbies, Champions League finals, and even away clashes in the North East now carry visual significance, despite replays and key moments occasionally dragging on. While you won’t hear fully orchestrated FIFA-style chants ringing throughout the stadium, the atmosphere is tangible, with your imagination filling in the empty spaces.
Specific influences on tactics …Football Manager 26. Photo: Sega
This new engine and enhanced match experience are the most significant indicators of Football Manager’s future direction. Nevertheless, visual improvements go beyond mere aesthetics; they have a substantial effect on tactical decisions. As you observe the match, you can analyze player movements on the field and make real-time adjustments. Yet, data-driven metrics remain crucial when you’re desperately aiming to turn the tide in front of a raucous crowd of 45,000 Mackems. You can also modify your build-up tactics to counter the press or overload one side with overlapping runs. The possibilities are endless, and you’ll be eager to experiment with them all.
The most significant change lies in the differentiation of tactical strategies when in possession versus when not in possession. This marks the most substantial overhaul in a decade and appropriately reflects the intricacies of modern gaming. You can now completely alter formations, rearrange player positions, and issue detailed instructions that vary based on which team controls the ball. Want to switch your full-backs as you enter the final third? Not only can you do this, but they’ll promptly revert to their original positions when Alexander Isak is taken down on the edge of the box.
However, there is a notable teeth problem. Following a year off to transition to a new engine, Football Manager 26 still feels somewhat unrefined. A series of hotfixes have been rolled out to address some of the more glaring bugs, yet several persist, such as duplicated UI elements, secondary players entering the pitch in jerseys, and menu glitches that hinder progress.
Between matches, adapting to the new UI will take some time. Notably, key screens that were once easy to access are now a few clicks away. All the same information is available, just in slightly altered positions (especially with the introduction of a women’s league). Re-learning years of muscle memory can be frustrating, and additional customization options would be beneficial, but this is a minor grievance that will be resolved over time.
Despite these challenges, this is still Football Manager, complete with intricate tactics that will keep you engaged. Thanks to an updated tactic and match engine, it has never been simpler to make the perfect tactical adjustments to stage a dramatic comeback and silence overconfident home fans. Football Manager 26 offers immediate feedback on split-second choices and allows you to envision enduring rivalries that can stretch across several seasons. And the exhilaration of scoring three goals in the final five minutes to triumph over Sunderland is unparalleled.
IYou were a soccer enthusiast who owned a computer in the early 1980s, and there’s one game that stands out in your memory. The box art featured an illustration of an FA Cup, with a photo of a cheerful man sporting curly hair and a goat beard in the lower right corner. That same image appeared in gaming magazine advertisements. Despite its basic graphics and primitive sound, the game was a perennial bestseller, enjoying years of popularity. This was “Football Manager,” the world’s first football tactical simulation. The man gracing the cover was Kevin Toms, the game’s creator and programmer.
The game’s inception story narrates how a passionate coder was holed up in his bedroom, crafting bestsellers for the ZX Spectrum and Commodore 64, eventually driving a Ferrari with the revenue generated. Toms, an avid soccer fan and budding game designer since childhood in the early 1970s, initially expressed his ambitions through a board game during a time when personal computers were not commonplace. “When my parents discovered my career aspirations, I told them: ‘Please ask if I can get a job as a game designer,'” Toms recounts. “They responded: ‘It’s just a phase, he’ll grow out of it.'”
Toms didn’t sway from his path. Through the 1970s, he honed his programming skills on corporate mainframes and also coded for a time at Open University. “It didn’t take long to realize that I could write a game themed around these interests,” he explains. “In fact, my first program was for a programmable calculator.” In 1980, Toms acquired a Video Jeanie Computer, primarily viewed as a clone of one of the early home microcomputers, the TRS-80. “I recognized that I could finally transform the board game concept for a soccer manager I had long aspired to create into a computer game,” he states. “There were two significant advantages: we could calculate the league table and the algorithms for arranging fixtures.”
“In the first few months, we sold 300 games”… Football manager for ZX81. Photo: Kevin Toms/Moby Games
Although the Video Jeanie never gained traction, Toms purchased a ZX81 with a 16K RAM extension and ported the game over. “In January 1982, I ran a quarter-page ad in computer and video game magazines, and it began to gain traction,” he recalls. “I still remember the thrill of opening my first letter. We sold 300 games in those early months.”
At that time, the game was quite rudimentary. There were no graphics, only text. Players had the option to select from 16 teams and play the role of manager, where they could buy players, influence team selection, and make adjustments throughout the season. You would start at the bottom of the old 4th division and work your way up. Toms crafted an algorithm that generated fixtures and determined match outcomes based on team statistics.
“The challenging aspect was determining player attributes,” he explains. “I assigned each a skill rating out of five, and wanted to ensure that you couldn’t simply purchase the best players and keep them for the entire season—there had to be a reason to rotate them. The more players you utilized, the higher the chance of injury.”
Toms aimed to integrate long-term strategy into the game, but the highlight feature became the most engaging aspect: the transfer market. The original version allowed players to sign one new player a week, but the selection was randomized, so one never knew who would become available. “Three midfielders would come up, and you’d need to evaluate their ratings to see if they met your team’s needs. Do you spend your budget now, or wait for a five-rated player who could take weeks to appear? That created a thrilling pressure.”
Inspired by Match of the Day… Soccer Manager Match highlight is Commodore 64. Photo: Kevin Toms/Moby Games
One significant challenge was memory. The expanded ZX81 had only 16K, making certain aspects, like team names, particularly troublesome. “It was a while ago when all the licensing issues came into play,” he notes. “My challenge was whether I needed to license names like Manchester United. The memory constraints meant I had to choose teams with shorter names, hence going with Leeds.”
Football Manager debuted during the nascent era of the gaming industry. Games were often sold via mail order or computer fairs. By 1982, however, high-street stores began taking interest in the burgeoning video game market. “Smith reached out and said, ‘We love your game, we want to stock it,’ and invited me to London. They eventually ordered 2,000 units. However, when I returned home, I realized their math was off—it was actually 10,000.”
Toms left his position at Open University and established his own company, Addictive Games. Later versions of the Football Manager for ZX Spectrum and Commodore 64 included additional features like match highlights that represented crucial moments like goals and near misses.
“It was inspired by Match of the Day. They capture the most exciting parts of the game,” says Toms. “I deliberately omitted the match timer from the screen, so players wouldn’t know how much time was left or if there was still an opportunity for another goal. This was an essential aspect of the design. A slight pause between highlights added to the tension.”
The game became a phenomenon, featuring on bestseller lists for years. My friends and I spent countless hours tweaking team and player names. “I didn’t fully grasp the impact of it all for quite some time,” admits Toms. “There was no internet back then. I would receive letters from players saying, ‘I played for 22 hours straight’ or ‘I failed my mock O Level because of the game.’ I later learned that professional footballers were also fans, including Arsenal striker Charlie Nicholas and Spurs manager Bill Nicholson, with Harry Redknapp serving as a mentor to competitive Football Manager players in 2010.”
Toms subsequently developed several other management simulations, such as Software Star, centering on the gaming industry. However, as Football Manager titles multiplied and the pressure increased, he eventually sold the company, stepped back from gaming, and returned to coding in business while traveling the globe. In 2003, Sports Interactive, the creators of the Championship Manager series, acquired the Football Manager name and rebranded their game accordingly.
“I had someone who played an original purchase for my kids”… Football Star Manager. Photo: Kevin Toms
However, the game was far from finished. A decade ago, Toms engaged with fans of the original game online and assessed their interest in a smartphone adaptation. The Football Manager legacy was revived with familiar visuals. The response was overwhelmingly positive, leading to the release of Football Star* Manager in 2016. Recently, he upgraded it again and introduced a PC version. “People enjoy it, and it resonates with them,” he says. “It’s central to my design philosophy: it may appear simple, but there’s subtle depth that keeps the interest alive. I’ve played through 500 seasons and my bank account now reads £5 billion. The balance is clearly well-crafted.”
Toms has evidently rekindled the spark that initially propelled his Football Manager into the gaming world four decades ago. He has ambitious plans for Soccer Star* Manager, as well as Software Star. “I still have many ideas yet to explore,” he affirms. “There are far more goals and concepts than I have time to implement at the moment. I’m not late; I’m determined to realize them, but it’s a matter of timing.”
sBacon with ice cream, pilchards and custard, Elm… Allison Hammond alongside Dermot O’Leary—these bizarre combinations prove that the oddest pairings can be delightful. However, no one seems to have imagined merging Silent Hill with FIFA 98 before.
Dubbed the “world’s first online survival horror football game,” Fear FA 98 (pronounced horror-FA, akin to FIFA), utilizes knives, rusty scissors, syringes, summons demons, and turns severed heads into footballs, allowing you to perform like Diego Maradona with his infamous “handball.”
The world’s intestines are ignited with insatiable fear… Fear FA 98. Photo: Celery Emblem/Jacob Jazz
“I claim it’s just football, but it’s more than that,” says Jacob Jazz, a 55-year-old solo developer. “I’ve blended survival horror games like Silent Hill and Resident Evil with FIFA and Efootball’s Eleven gameplay. [Pro Evolution Soccer in the UK]. You must play soccer to progress in the storyline of this classic survival horror game.”
The storyline unfolds as follows: the Earth’s core transforms into a massive, twisted snake nest due to an event called Transmaylet, marking the onset of a monster invasion from a forbidden civilization. Now, the world’s insides are fueled by endless terror—just like the atmosphere at Old Trafford, with the Manchester Derby on the horizon. Various game modes will include single-player, third-person horror, story, competitive, and online. In any mode, you can equip your team with serial killers, sectorians, and psychotic nurses to compete in stadiums such as Backroom, Sematary Hill, and Chainsaw United. This is certainly no ordinary kickabout in the park.
Fear FA 98 took a year to develop, achieving its Kickstarter goal of €5,000 (£4,300) ahead of its anticipated Halloween 2025 release on Steam. If Jazz can secure further investments, ports for Switch, Xbox, and PS5 may follow. The standalone tie-in, Nike Mare 98—featuring zombies playing soccer in Nike trainers—is already available for download on PC.
With 17 years of game development under his belt, Jazz has previously created the Baobabs Mausoleum Horror series and the 8-bit retro adventure Flamingo’s Creek, which can be found on Steam, Xbox, and PS4. His upcoming project, the horror game Tamarindos Freak Dinner, is set to release soon. Fear FA 98 could elevate his presence in the gaming industry significantly.
The developer of soccer management games has decided to cancel the release of the 2025 game due to multiple delays.
Sports Interactive (SI) has confirmed that FM25 has been scrapped, and they will focus on upcoming games, typically released in November. SI, a subsidiary of Sega, issued an apology to fans for the “hard decision” to cancel the game due to technical difficulties.
“I know this is extremely disappointing, especially with the game’s release date being delayed twice already,” the statement read.
The developers had intended to introduce “significant technical and visual improvements to the series for years,” but found it unattainable.
They explained: “While many aspects of the game met our expectations, the overall player experience and interface fell short. Releasing FM25 in its current state would have been below our standards. We could have fixed issues, but that wouldn’t have been fair. Additionally, expecting players to purchase another game later in the year is unrealistic due to the timing of the football season, so we chose not to exceed the March release date.”
SI also confirmed that they will not update the 2024 game with 2025 team and roster information, but will provide full refunds to fans who pre-ordered FM25.
Soccer coaches looking to enhance their team’s performance may soon have a solution in an artificial intelligence system designed to identify the next superstar.
Technologists suggest that a kind of sporting Aladdin’s lamp is on the horizon, enabling managers to emulate the aggression of Erling Haaland or the composure of Jude Bellingham. Should the team require a new player, the AI could recommend the perfect candidate.
Eyeball, a digital scouting company, utilizes a system that uses video and automated tracking to analyze the performance of nearly 180,000 soccer players worldwide. Eyeball currently serves over a dozen Premier League clubs and other elite teams in Europe and North America.
By tapping into the world’s largest youth football video database, containing players from 28 different countries, Eyeball can now offer profiles of current or recent top stars based on eight archetypes. They claim to identify the best young players suitable for specific team roles.
For instance, the ideal midfielder would embody attributes of top international players like Steven Gerrard, Kevin De Bruyne, Dominik Szoboszlai, Federico Valverde, Dani Olmo, and Bellingham. Eyeball’s modern number nine archetype draws inspiration from players like Haaland, Robert Lewandowski, Harry Kane, Victor Osimhen, Karim Benzema, and Nicholas Jackson.
Co-founder David Hicks envisions a future where scout queries are voice-activated, enabling requests like, “Show me a player like Steven Gerrard” or “I need a box-to-box midfielder who can impact the game.”
Eyeball’s long-term impact is yet to be determined. However, they are deploying cameras to gather detailed player data in various soccer hotspots across the globe.
Eyeball boasts a clientele including 13 Premier League clubs, clubs in Spain, Germany, and Italy, Ajax Amsterdam, a US-based Major League Soccer team, and universities in Europe and Africa.
Former England defender Sol Campbell collaborates with another AI-driven scouting startup, Tarnets, focusing on players from countries like South Africa, Ghana, Ivory Coast, North Macedonia, Serbia, and potentially more.
AI scouting is seen as a game-changer in a field often influenced by subjective judgments and personal interests, according to Tarnets’ founder Darko Stanoevski.
Eyeball employs a single camera to scout players aged 12 to 23 at amateur clubs in Europe. The technology tracks various metrics like player distance, speed, sprints, acceleration, deceleration, and agility.
Notable players scouted through this method have transitioned to professional careers, such as Abdoulaye Kante, Daniel Skalud, and Ahsan Ouedraogo.
The effectiveness of this AI-driven approach will be evaluated in the coming years to determine its success in player selection.
Hicks envisions a future where AI analysis can predict future talent based on video data and typical player behaviors.
The system prompts discussions on whether AI analysis could influence the playing style of top-league soccer players in the future.
While decisions are still influenced by club philosophies and physical attributes, it is believed that AI scouting could lead to subtle changes over time.
Sported video game releases are often low-key. New versions come out every year, but apart from character updates and gameplay tweaks, not much changes from edition to edition. Unlike Grand Theft Auto diehards, sports game fans don’t plan midnight release parties.
But EA Sports College Football 25, which launches worldwide on July 19, isn’t your typical game. It might just be the most anticipated sports video game ever in the U.S. To understand why, we need to go back to the beginning.
EA Sports has started making college football video games Released for the Sega Genesis in 1993Other studios dabbled in college football, but by the late 2000s, EA Sports’ franchise, NCAA Football, had established itself as the market leader. The games were well received critically and commercially, and the final version, NCAA 14, was released in 2013. It is reported that about 1.5 million units were sold..
But the NCAA Football franchise had a problem that had nothing to do with critics or consumers: the court. (The terminology surrounding the game can be confusing to those who aren’t fans of college sports. The NCAA is the primary governing body for college sports in the United States; the NCAA Football franchise takes its name from this organization.)
Franchises like Madden, NBA2K and EA Sports FC have negotiated rights with various athletic associations as well as professional leagues to allow their teams and athletes to feature in their games, but college students are not defined as professional athletes, and NCAA institutional policy in the 2010s prohibited players from receiving financial compensation for their abilities.
So while previous NCAA Football releases have included actual teams like the Ohio State Buckeyes and the Florida Gators, the athletes were simply known as QB #7 or RB #21 rather than by their real names.
But in NCAA Football 2009, for example, you didn’t have to be Hercule Poirot to realize that QB #15 had the same height, weight, hair color, and skill attributes as Tim Tebow, the actual quarterback for the Florida Gators.
Athletes have noticed too: In July 2009, former UCLA basketball star Ed O’Bannon led a class action lawsuit by college athletes alleging that NCAA organizations, EA Sports, and College Licensing Companies had illegally used their likenesses without compensation.
Until now. In February 2021, EA Sports released a tweet that stunned the college football world. The game is back.
The advent of name, image and likeness rights deals has allowed EA Sports to include real-life players in the new edition. Photo: EA Sports
By 2020, it had become clear to college sports industry leaders that the NCAA’s strict policy of forbidding athletes from monetizing their name, image and likeness rights would not stand up to political and legal scrutiny. In July 2021, the NCAA officially changed its policy, allowing athletes to earn revenue by appearing in commercials, promoting products on social media and, of course, appearing in video games. With a way for athletes to earn revenue from their participation, schools quickly agreed to participate in the revamped NCAA Football series. This year’s games will feature more than 11,000 athletes, real players.
These events are meant to build bridges between the various groups that make up the College Football 25 community, from new fans to those nearing 40-year-olds who remember previous editions of the franchise. If you ever wonder why a coworker booked a last-minute vacation or was slow to respond to Slack, maybe they have their eyes on leading North Texas to new heights. Dynasty ModeThere are closeted gamers and NCAA die-hard fans who haven’t picked up a controller since the game was discontinued in 2014. But the passion for the game remains, with more than 120,000 people Fictional National Championship Streaming on Twitch during the pandemic.
That deep love for the series extends to the people making the game: EA Sports production director Christian McLeod said in June that the entire development process “has been a labor of love for the whole team.”
The project is especially rewarding for McCloud, who took an unconventional career path. A self-described “super fan” of college video games since the early 1990s, McCloud originally worked as a chemical engineer and wrote about sports video games on the side. A developer discovered his work and eventually contacted him to join the NCAA football team as a designer. Other key players on the development and design side of the project also came from outside the games industry.
“I really believe that if you’re really passionate about something, especially in the games industry, you should bring that passion to your work,” MacLeod says. “We can teach you how to be a designer. We can teach you how to be a producer. But you can’t teach passion.”
That passion is what helped bring the game back to life. When the series was canceled, a group of fans started a mod called College Football Revamped to keep the PC version of the game updated. While other game studios would have tried to sue and kill the project, EA instead hired several people from the Revamped team to help create College Football 25.
The new edition isn’t just for fans in the US: for the first time, fans outside of North America can easily play the game without worry. About region-locked hardware.
College Football 25 will be the first in the series to be released worldwide. Photo: EA Sports
One such avid fan is Ben Parker from Bishop’s Stortford, England, who told me he first discovered American football through the Madden series.
“I’ve always been a big soccer fan, but Madden showed me that American football is so much more than I ever imagined. It’s like a human version of chess and I found it fascinating,” Parker said.
While following the NFL, Parker became aware of the college game. “I decided to buy a copy of the 2006 Rose Bowl on eBay. That year, Vince Young, Reggie Bush and Keith Jackson were the announcers and the Rose Bowl was perfectly staged. Even though it had been months since the game itself, it was so incredibly dramatic to watch and I thought, ‘I want to know more about this sport.'”
Parker picked up an imported version of NCAA 2006 on eBay and played it religiously, and he and many other Europeans and South Americans I spoke to believe the video game could be another avenue to grow college football’s international audience, especially given the difficulties of watching live broadcasts outside the U.S.
Industry analysts expect the Madden series to outsell NCAA College Football 25 due to the NFL’s popularity both domestically and internationally, but schools and licensing industry sources are confident this year’s collegiate release will do well commercially.
It means a new generation of fans will be exposed to the passion of not just video games, but college football itself. And it might have been worth the wait.
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